You are on page 1of 9

Jorin Lord of the fireball

Base level magic paragon book ring other total mod


St 8 8 -1
Int 18 4 +2 5 29 +9
Wis 12 +2 14 +2
Dex 14 +6 20 +5
Ch 8 +4 12 +1
con 14 +6 +2 22 +6

init +24/29 (5 dex, +4 feat, +1 luck, +2 bracers, +7 dagger, +4 pearl, +1 moral) never
skitter, roll 2 times insight of good fortune ph2. surge of fort,
hp 182 +30 temp from hear of earth ( 20 paragon 12 mage, 6 master , 30 invoker 114 con)
ac 15
bab 10/5
exp 175,000
movement 40 fly 40 perfect

saves base stats magic luck comp total +4 if its fire +4 if evocation
f 5 6 6 +1 +1 19
r 5 5 6 +1 +1 18
w 17 1 6 +1 +1 26

wiz 4 bab2 f 1 r 1 w 4
no scribe scroll unearthly arcane imp init
no familiar evoker variant (unearthly arcane +1 caster level to fire based evocation spells.)
specialized no necro or enchantment

Master specialist 2 bab 1 f 0 r 0 w 3


Skill focus spell craft
Expanded spellbook

Human paragon 3 bab 2 f 1 r 1 w 3


Adaptive learning
Feat
+2 int

Invoker 10 bab 5 f 3 r3 w 7
Specialist Defense +5 to save vs invo spells.
Spell Power +5
Mighty Spell empowered fire ball
Pick one opoaition school divination
6 empowered fireball
8 was dbf
10 max dbf fireball

Feats
Unearth arcane traits
traits spellgifted +1 caster level evocation spells, - 1 level all other spells.
Wiz) imp init
Birth) Bloodline of fire (+4 to my save +2 to caster level for fire spells
Human) Fiery Spell +1 level (+1 damage on fire spells)
Human paragon) Spell focus evocation
1) quicken spell
3) arcane theseus fire ball (+2 caster level)
6) spell penetration
9) Searing Spell +1 level
12) Twined
15) arcane theseus delayed blast fire ball (+2 caster level)
18) Empowered
Master specialist) skill focus spell craft
Mage) quicken spell
21) improved spell capacity 10th
mage) improved spell capacity 11th
24) multi spell
27) improved metamagic

Common x 3, elven, draconic, elrenric, tartesson, rhian, anshan


Skills ranks syn stat magic feats other total
Concentration 22 6 +1+1 30
Craft calligraphy 2 8 +1+1 12
Diplomacy 5 1 +1+1 8 take 10 =16
Know
Arcane 22 +8 +1+1 32
Engineering 10 +8 +1+1 20
Dungeon 10 +8 +1+1 20
Geography 10 +8 +1+1 20
History 10 +8 +1+1 20
Local 18 +8 +1+1 28
Nature 10 +8 +1+1 20
Nobility 22 +8 +1+1 32
Religion 22 +8 +1+1 32
Planes 22 +8 +1+1 32
Spellcraft 22 +8 +1+1 3 35

Spells dc 19+spell level evocation 25 +spell level


18th level caster
All spells cast at +1 level (tattoo)
Trait -1 level all spells +1 evocation
Fire spells at +2/+3 if fire evocation
Caster level 18
Evocation spells 20
Fire spells 22
Fire evocation 23
Fireball and Delayed Fireball at +7 level
*Fire ball dc28 (32 spell pen) caster level 25 dam 10d6+10 x 1.5 (searing, fiery, empowered)
DBF dc 32 (32 spell pen) caster level 25 dam 140 (max, searing, fiery)

Arogent- sees him self as the best


Passes out autograph as tips
Dresses very well
Lades man
History red wizard- left after arguing with the head evoker about fireball he decided to show him
how little he knew by killing him with them.
Magic items gold 37,237
Buy ring of illusive escape complete mage p126 and 126 36,000

Book on int +5 137,500


Rod of splendor 25,000
+6 con belt
BRACERS OF BLINDING STRIKE +2 comp to init 5,000
Dagger +1 eager and warning A warning weapon grants you a +5 insight bonus on initiative
checks as long as it is held. Eager you gain a +2 bonus on initiative checks 18,000
Pearl of Sign this item always has the sign spell on its holder.+4 init unamed 8,000
Pearl of insight of good fortune at will use for init. 9,000

Figurine of wonderous power- page and servent


Transforms into once per day for 8 continuous hours,
Valet - is a gentleman's male servant, the closest male equivalent to a lady's maid. The
valet performs personal services such as maintaining his employer's clothes, running his
bath and perhaps (especially in the past) shaving his employer.
Human in uniform ac 10 hp 8
Int 14, ch 14, wis, 14, dex 10, st, 10, con 10
Skill focus valet, skill focus dip.
Skills know nobility 6, dip 11, bluff 6, appraise 6, know local 6, pro cook6,
pro velt 9, pro scribe 6
Page- fetching things and running messages for aristocrats and royalty.
Human boy 12 years old ac 10 hp 6
Int 10, wis 14, ch 14, st 10, con 10, dex 14
Skill focus handle animal skill focus profession herald
Handle animal 9, ride 6, diplo 6, know nobility 4, perform trupet 6, pro hearlad 9
+2 wis peripet
+1 mytheral bukler deathwarded with heraldic creast +1 moral to init (heroes of battle)
Boots of temporial acceleration
Luck stone
Ion stone +1 compatence bonus – attacks, saves, skills, abilities,
Dex vest +6

Gloves of multiple rings


Ring of spell battle on
Ring of spell storing 5 spells any level on cast at my level
1) lim wish (7)
2) time stop (9)
3) spell immunity (9)
4) shapechange (9)
5) surge of fortune (5)
Ring of iornskin (epic) dr15/adamantine on
Ring of evasion on
Ring of sustence on
Ring of Novaria unsloted +2 to any one stat un typed so it stacks on
Ring of wizardry (epic) doubles 9th level spells.

Icon of Nike (relic) naked women with spear all powers are used at my level
Minor powers-
detect magic At will
detct good / evil at will
deect invis at will
Major powers
Heal 1 x day
Greater teleport 1 x day
Commune 1 x week
Special power
1 x a month I can use the I win button and win or escape from something
Personality- I will over time want to stop the nessians, I will also become more confident and
arogent in my ability.

Bloodline of Fire
Type: Regional
Sources: Forgotten Realms Campaign Setting
Player's Guide to Faerûn

You are descended from the efreet who ruled Calimshan long ago. The blood of these
fire spirits runs thick in your veins.

Prerequisite: Human (Calimshan) or planetouched (Calimshan).


Benefit: You receive a +4 bonus on saving throws against fire effects. In addition, you
cast spells with the fire descriptor at +2 caster level.
Special: You may select this feat only as a 1st-level character. You may have only one
regional feat.

Fiery Spell
Type: Metamagic
Source: Sandstorm

Your fire magic is bolstered, further scorching your enemies.

Region: Wastes
Benefit: A fiery spell deals an extra 1 point of fire damage for each die of damage the
spell deals. This feat can be applied only to spells with the fire descriptor. For example,
if a 9th-level wizard with this feat casts a fiery fireball, the fireball deals 9d6+9 points of
damage. A fiery spell uses up a spell slot one level higher than the spell's actual level.

Searing Spell
Type: Metamagic
Source: Sandstorm

Your fire spells are so hot that they can damage creatures that normally have resistance
or immunity to fire.
Region: Wastes
Benefit: A searing spell is so hot that it ignores the resistance to fire of creatures
affected by the spell, and affected creatures with immunity to fire still take half damage.
This feat can be applied only to spells with the fire descriptor.
Creatures with the cold subtype take double damage from a searing spell. Creatures
affected by a searing spell are still entitled to whatever saving throw the spell normally
allows. A searing spell uses up a spell slot one level higher than the spell's actual level.

Arcane theseus
Prerequisite: Knowledge (arcana) 9 ranks, ability to cast arcane spells.
Benefit: Choose one arcane spell that you can cast to be your thesis spell. When casting that
spell, you do so at +2 caster level. When you apply a metamagic feat other than Heighten Spell
to that spell, the enhanced spell uses up a spell slot one level lower than normal. For example, an
empowered thesis spell uses up a spell slot one level higher than the spell's actual slot (rather
than the normal two levels higher).
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the
feat, it applies to a new spell.

Sculpt Spell
Type: Metamagic
Sources: Complete Arcane
Tome and Blood

You can alter the area of your spells.

Prerequisite: Any metamagic feat.


Benefit: You can modify an area spell by changing the area's shape to either a cylinder
(10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius
spread), or a 120-foot line. The sculpted spell works normally in all respects except for
its shape. For example, a lightning bolt whose area is changed to a ball deals the same
amount of damage, but affects a 20-foot-radius spread.
A sculpted spell uses a spell slot one level higher than the spell's actual level.

Blistering Spell
Type: Metamagic
Source: Player's Handbook II

Your fire spells sear the flesh from your enemies' bones, leaving them wracked with
pain.

Benefit: This metamagic feat can be applied only to a spell that has the fire descriptor.
A blistering spell deals an extra 2 points of fire damage per level of the spell. In addition
to the spell's normal effect, any creature that fails its save against a blistering spell takes
a -2 penalty on attack rolls and checks until the beginning of your next turn. A blistering
spell uses up a spell slot one level higher than the spell's actual level.
Invoker:

"Subtlety is for the weak…"

A focused and straightforward specialist that considers the lightning bolt to be a suitable
response in an argument.

Requirements:

Feats:

Spell Focus: Evocation


Spell Penetration: Evocation
Any one meta magic feat.

Skills:

Knowledge Arcana: 8 ranks


Spell Craft: 8 ranks

Other:
Able to cast 3rd level arcane spells as a Wizard.
Must choose one additional school of opposition.

HD per level: d4
Skill points: 2 plus INT modifier
Spells: +1 level
Combat: As Wizard
Saves: As Wizard
Armor & Weapons: none
Class Skills: Concentration, Craft, Knowledge, Profession, Speak Language, Spellcraft

Abilities:

1st: Spell Power +1. (+1 bonus to DC’s and Penetration power)
2nd: Specialist Defense +1. (+1 bonus to saves vs. evocation spells)
3rd: Spell Power +2
4th: Specialist Defense +2.
5th: Spell Power +3
6th: Specialist Defense +3. Mighty Spell: At sixth level and every even numbered level
thereafter an Invoker can designate one evocation spell he knows that becomes
permanently modified as though affected by the Empower spell feat. The spell’s level
does not change and once the spell is chosen it may not be changed.
At 10th level, when he chooses his third mighty spell, the Invoker can designate one
previously chosen mighty spell that becomes permanently affected by the Maximize spell
feat. This replaces the Empower Spell effect, rather than stacking with it. Thus, a 10th
level Invoker knows two spells that are permanently empowered and one spell that is
permanently maximized.
7th: Spell Power +4
8th: Specialist Defense +4. Mighty Spell
9th: Spell Power +5
10th: Specialist Defense +5. Mighty Spell

epic
11st: Spell Power +6. (+1 bonus to DC’s and Penetration power)
12nd: Specialist Defense +6. (+1 bonus to saves vs. evocation spells) Mighty Spell
13rd: Spell Power +7
14th: Specialist Defense +7. Mighty Spell
15th: Spell Power +8
16th: Specialist Defense +8. Mighty Spell:
17th: Spell Power +9
18th: Specialist Defense +9. Mighty Spell
19th: Spell Power +10
20th: Specialist Defense +10. Mighty Spell

Fire ball
Fiery, searing, twinned, empowered 6th level = 135

Fire ball
Fiery, searing, twinned, empowered, max 8th level = 210

Fire ball
Fiery, searing, twinned, empowered, max, quicken 11th level = 210

DBF
Fiery, searing, max, 7th = 140

DBF
Fiery, searing, max, empowered , 8th = 210

DBF
Fiery, searing, max, twinned = 280

DBF
Fiery, searing, empowered, max twined 11th = 420

18) empowered
21) 10th level spells
24) 10th level spells
25) 11th level spells
27) improved metamagic
spell focus epic
residue magic

Vocalize 2nd
(Alteration)
Range: Touch
Components: S,M
Duration: 5 rounds
Casting Time: 2
Area of Effect: One spell-casting creature
Saving Throw: None
The recipient of this spell can cast spells
with a verbal component without having
to make any noise, so long as the casting
takes place entirely within the duration of
the vocalize spell. Only the verbal requirement
of spells is deleted. This spell
has no effect on other noises or speech.it
simply removes a spell.s verbal component.
This spell is of great use when quiet is
desired in spell-casting or the individual
has been magically silenced. The vocalize
spell does not negate the magical silence,
it merely permits spell-casting without
verbal components.
The material component of this spell is
a bell with no clapper.

Spell Invulnerability 9th level


(Abjuration)
Range: Touch
Components: V,S
Duration: 1 round/level
Casting Time: 1 turn
Area of Effect: 1 person
Saving Throw: None
The recipient of this spell is rendered
completely immune to one spell, spell-like
effect, or magical item. The spell, spell effect,
or item is listed at the time of the
spell.
When describing a particular spell or
spell effect, a full description should be
necessary. Invulnerability to a light spell,
for example, is not sufficient, since the
spell can be either a wizard spell or a
priest.s spell. The correct casting would be
to ward against the .1st-level wizard
spell, Light..
Such protection is complete for the recipient
of the spell, and it is as if the spell or item
does not exist for the protected individual.
A character could be rendered invulnerable
to a wall of iron and walk through
Invulnerability to a particular spell
provides complete protection from that
particular spell only. Related or lesser versions
of that spell, nonmagical equivalents
of that spell, and spell-like abilities
which duplicate the spell can still affect
the protected character.
When dealing with spell-like abilities,
spell invulnerability provides complete
protection from one spell-like ability used
by one type or species of creature. An invulnerability
to a beholder.s disintegration
eye does not provide protection from
the beholder.s other eyes, or from any
other form of disintegration.
When cast to protect against a magical
item, this spell protects against all attacks
from that item and all identical magical
items. Invulnerability to a sword +1 makes
the character invulnerable to all such
swords (they will pass through him harmlessly,
since they do not exist). A (sword
+1, +2 vs. people named Fred will affect
the spell.s recipient normally. Invulnerability
against a particular magical item has no
effect against another character who has
been affected by that magical item (invulnerability
to a potion of berserker rage protects
the character if he drinks it, but does
nothing to protect the character from someone
else who drank it).
Scroll spells are considered magic spells
rather than items and must be protected
against individually. Artifacts, relics, and
unique magical items (the Blade of Inverness,
for example, only one of which exists)
cannot be affected by this spell.
Living things, magical creatures (such as
golems), extra-dimensional and extraplanar
beings, and nonmagical items cannot
be affected by this spell.
Only one invulnerability to spells can
be cast on an individual at one time. It
cannot be cast on the dead, on an item, or
a location.
The invulnerability to spells spell is
considered by abjurers to be one of their
masterpieces. It is believed that the spell
was developed as a reply to the transmuters
. spellstrike spell.

You might also like